Script Debugging:是否允许app对于你的代码进行调试。白话就是,允许你在手机上,打断点来复现bug,去查哪里有问题。毕竟有很多恶心的bug,只在手机上出现,却不在Unity上出现。 Scripts Only Build:是否仅仅对脚本进行重新编译和构建。意思是,只对脚本层面的变化进行处理,但是项目中的其他资源都不会被处理。(没用过,
编译 目标平台 源代码 生成 ScriptInfo(TypeDB - 记录了脚本类型 、 属性数据) TypeDB 为后续的序列化 提供 正确的字段名称; 关键逻辑: PlayerBuildInterface.CompilePlayerScripts(m_Parameters.GetScriptCompilationSettings(),m_Parameters.ScriptOutputFolder); PostScriptsCallback 回调脚本订阅了脚本编译完成节点的所有...
然后在Editor文件夹中创建一个名为“ReadOnlyAttributeDrawer.cs”的脚本,具体如下图所示: 码了个码 首先,打开我们得“ReadOnlyAttribute.cs”脚本,为其添加如下代码: 这段代码很简单,就是让我们的“ReadOnlyAttribute”类继承自“PropertyAttribute”类,该类的解释如下图所示: 所以呢,由上图便能知道我们接下来...
A build started with BuildContent uses the variable settings of the active Profile. To set the active Profile as part of your customized build script, assign the ID of the desired profile to the activeProfileId field of the AddressableAssetSettingsDefaultObject.Settings object. 译:要设置活动配置...
%UnityPath% -projectPath -quit -batchmode -logFile D:\tmp\build.log -executeMethod PerformBuild.CommandLineBuild paramdev-%dev% ab-%AB% ver-%SVN_REVISION% wpath-%WORKSPACE% ScritpsOnly-%ScritpsOnly% echo Build Package Finished if not %errorlevel%==0 ( goto fail ) else ( goto success ...
当需要发布远端资源时,勾选Build Remote Catalog 当需要手动更新远端资源时,需要勾选Build Remote Path & Only update catalog manually(不勾选的情况下,也不是每次都下载hash文件进行对比,保险还是手动下载) Player Version Override:资源版本id Check for Update Issues : 点击Addressables Groups/Tools/Check for Co...
does not generate the .manifest file content that can be used in conjunction with [BuildPlayerOptions.assetBundleManifestPath](https://docs.unity3d.com/ScriptReference/BuildPlayerOptions-assetBundleManifestPath.html) to prevent Player builds from stripping out types that are only used in A...
在Unity 中,你通过为 GameObject 添加脚本(Script)组件来添加 C# 脚本内容。你通过创建继承自 MonoBehavior 的类来定义脚本组件的功能。虚幻4 也有类似的内容。你可以自由创建全新的组件类,并将它应用于任意 Actor。组件类可以使用蓝图脚本创建,也可以用 C++ 创建。
When you add a script which uses RequireComponent to a GameObject, the required component is automatically added to the GameObject. This is useful to avoid setup errors. For example a script might require that a Rigidbody is always added to the same GameObject. When you use RequireComponent, th...
using UnityEngine;using System.Collections;publicclassRunScript:MonoBehaviour{//不同平台下StreamingAssets的路径是不同的,这里需要注意一下。publicstaticreadonly string PathURL=#ifUNITY_ANDROID"jar:file://"+Application.dataPath+"!/assets/";#elifUNITY_IPHONEApplication.dataPath+"/Raw/";#elifUNITY_STANDALO...